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Patch notes - AI improvements, enemy skill variety, etc

AI should be dramatically less stupid, especially ranged AI. This might make the game harder across the board, but it will also make it less annoying as ranged AI wont turtle so often.

Enemy classes will have some skill variety as you get higher level than them, and encounters will be more varied between hordes-of-low-level and fewer-high-level types.

  • You can now click away / click nothing to hide the memory selection window in the train menu.
  • Changed the way the game handles you reaching the plateau at a low level. Old behavior: would show you the single lowest level enemy team comp that spawns on the plateau (archers + embers). Now: always includes the first 20 or so plateau comps (so will have a chance to spawn trolls, faeries, imps, behemoths).
  • As you grow higher level than enemy classes, you'll begin to see them learn new skills and level up. This already happened with enemy goblins, but now you'll see it happen with more classes, and you'll see higher level enemies rather than huge hoards of enemies more often, although the game will try to generate fights of either type based on random rolls. Added a significant amount of alternate abilities (taken from playable breeds) to various enemy classes so they become more complex and less samey as you get used to their standard builds.
  • AI learned about damage over time, learned to like applying Marked to enemies, and that possibly deploying a Shadow is at least as good as 10 extra damage.
  • Reduced Spellsword 'Nightmare' base damage from 60 to 50.
  • Fix to one(1) bug causing turn order display portraits not to render correctly sometimes during deployment.
  • AI now prefers being nearly in range of attacking you even if it can't quite get into range, and ranged AI now prefers staying as far away from you as possible while still remaining in range.
  • Gave The Trickster an alternate version of Vortex with reduced dmg (40 --> 30) and increased range (5 --> 7)
  • Fixed an AI bug causing it to very often not see standing still as a viable option.
  • Fixed a bug causing the 'Retry' button that appears after you flee or lose a combat to result in you fleeing home anyway.
  • Fixed a bug causing the title screen to frame the camera in the wrong place often when you quit to title after playing some.
  • Added 'NOT RECOMMENDED' warnings to some of the more experimental difficulty settings.
  • Fixed a bug with the 'max team size' difficulty slider that was causing it to skip '2' as an option.
  • Potentially-significant performance improvements game-wide.
  • Fixed some visual bugs where the screen would crossfade to/from 'black' twice when loading directly into a combat.